Voice Chat UI improvements

This commit is contained in:
Ilya Laktyushin 2020-11-30 08:21:14 +04:00
parent b900f159cf
commit 572bc95254
2 changed files with 149 additions and 87 deletions

View File

@ -9,18 +9,28 @@ import TelegramPresentationData
import TelegramUIPreferences
import AccountContext
private class CurveDrawingState: NSObject {
let path: UIBezierPath
let offset: CGFloat
let alpha: CGFloat
init(path: UIBezierPath, offset: CGFloat, alpha: CGFloat) {
self.path = path
self.offset = offset
self.alpha = alpha
}
}
private class CallStatusBarBackgroundNodeDrawingState: NSObject {
let timestamp: Double
let amplitude: CGFloat
let phase: CGFloat
let curves: [CurveDrawingState]
let speaking: Bool
let gradientTransition: CGFloat
let gradientMovement: CGFloat
init(timestamp: Double, amplitude: CGFloat, phase: CGFloat, speaking: Bool, gradientTransition: CGFloat, gradientMovement: CGFloat) {
init(timestamp: Double, curves: [CurveDrawingState], speaking: Bool, gradientTransition: CGFloat, gradientMovement: CGFloat) {
self.timestamp = timestamp
self.amplitude = amplitude
self.phase = phase
self.curves = curves
self.speaking = speaking
self.gradientTransition = gradientTransition
self.gradientMovement = gradientMovement
@ -37,11 +47,11 @@ private final class Curve {
let minSpeed: CGFloat
let maxSpeed: CGFloat
let size: CGSize
var size: CGSize
let alpha: CGFloat
var currentOffset: CGFloat = 1.0
var minOffset: CGFloat = 0.0
var maxOffset: CGFloat = 2.0
let scaleSpeed: CGFloat
private var speedLevel: CGFloat = 0.0
private var lastSpeedLevel: CGFloat = 0.0
@ -62,14 +72,14 @@ private final class Curve {
private var transition: CGFloat = 0 {
didSet {
if let currentPoints = self.currentPoints {
self.currentShape = UIBezierPath.smoothCurve(through: currentPoints, length: size.width, smoothness: smoothness)
self.currentShape = UIBezierPath.smoothCurve(through: currentPoints, length: size.width, smoothness: smoothness, curve: true)
}
}
}
var level: CGFloat = 0.0 {
didSet {
self.currentOffset = self.minOffset + (self.maxOffset - self.minOffset) * self.level
self.currentOffset = min(self.maxOffset, max(self.minOffset, self.minOffset + (self.maxOffset - self.minOffset) * self.level))
}
}
@ -86,17 +96,17 @@ private final class Curve {
init(
size: CGSize,
alpha: CGFloat,
pointsCount: Int,
minRandomness: CGFloat,
maxRandomness: CGFloat,
minSpeed: CGFloat,
maxSpeed: CGFloat,
minOffset: CGFloat,
maxOffset: CGFloat,
scaleSpeed: CGFloat
maxOffset: CGFloat
) {
self.size = size
// self.alpha = alpha
self.alpha = alpha
self.pointsCount = pointsCount
self.minRandomness = minRandomness
self.maxRandomness = maxRandomness
@ -104,7 +114,6 @@ private final class Curve {
self.maxSpeed = maxSpeed
self.minOffset = minOffset
self.maxOffset = maxOffset
self.scaleSpeed = scaleSpeed
let angle = (CGFloat.pi * 2) / CGFloat(pointsCount)
self.smoothness = ((4 / 3) * tan(angle / 4)) / sin(angle / 2) / 2
@ -147,13 +156,11 @@ private final class Curve {
}
func updateAnimations() {
var animate = false
let timestamp = CACurrentMediaTime()
if let (startTime, duration) = self.transitionArguments, duration > 0.0 {
self.transition = max(0.0, min(1.0, CGFloat((timestamp - startTime) / duration)))
if self.transition < 1.0 {
animate = true
} else {
if self.loop {
self.animateToNewShape()
@ -169,13 +176,13 @@ private final class Curve {
private func generateNextCurve(for size: CGSize) -> [CGPoint] {
let randomness = minRandomness + (maxRandomness - minRandomness) * speedLevel
return blob(pointsCount: pointsCount, randomness: randomness).map {
return CGPoint(x: size.width / 2.0 + $0.x * CGFloat(size.width), y: size.height / 2.0 + $0.y * CGFloat(size.height))
return curve(pointsCount: pointsCount, randomness: randomness).map {
return CGPoint(x: $0.x * CGFloat(size.width), y: size.height - 14.0 + $0.y * 12.0)
}
}
private func blob(pointsCount: Int, randomness: CGFloat) -> [CGPoint] {
let angle = (CGFloat.pi * 2) / CGFloat(pointsCount)
private func curve(pointsCount: Int, randomness: CGFloat) -> [CGPoint] {
let segment = 1.0 / CGFloat(pointsCount)
let rgen = { () -> CGFloat in
let accuracy: UInt32 = 1000
@ -184,15 +191,27 @@ private final class Curve {
}
let rangeStart: CGFloat = 1.0 / (1.0 + randomness / 10.0)
let startAngle = angle * CGFloat(arc4random_uniform(100)) / CGFloat(100)
let points = (0 ..< pointsCount).map { i -> CGPoint in
let randPointOffset = (rangeStart + CGFloat(rgen()) * (1 - rangeStart)) / 2
let angleRandomness: CGFloat = angle * 0.1
let randAngle = angle + angle * ((angleRandomness * CGFloat(arc4random_uniform(100)) / CGFloat(100)) - angleRandomness * 0.5)
let pointX = sin(startAngle + CGFloat(i) * randAngle)
let pointY = cos(startAngle + CGFloat(i) * randAngle)
return CGPoint(x: pointX * randPointOffset, y: pointY * randPointOffset)
let segmentRandomness: CGFloat = randomness
let pointX: CGFloat
let pointY: CGFloat
let randomXDelta: CGFloat
if i == 0 {
pointX = 0.0
pointY = 0.0
randomXDelta = 0.0
} else if i == pointsCount - 1 {
pointX = 1.0
pointY = 0.0
randomXDelta = 0.0
} else {
pointX = segment * CGFloat(i)
pointY = cos(segment * CGFloat(i)) * ((segmentRandomness * CGFloat(arc4random_uniform(100)) / CGFloat(100)) - segmentRandomness * 0.5) * randPointOffset
randomXDelta = segment - segment * randPointOffset
}
return CGPoint(x: pointX + randomXDelta, y: pointY)
}
return points
@ -202,9 +221,18 @@ private final class Curve {
private class CallStatusBarBackgroundNode: ASDisplayNode {
var muted = true
var audioLevel: Float = 0.0
var audioLevel: Float = 0.0 {
didSet {
for curve in self.curves {
curve.loop = audioLevel.isZero
curve.updateSpeedLevel(to: CGFloat(self.audioLevel))
}
}
}
var presentationAudioLevel: CGFloat = 0.0
var phase: CGFloat = 0.0
typealias CurveRange = (min: CGFloat, max: CGFloat)
let curves: [Curve]
private var gradientMovementArguments: (from: CGFloat, to: CGFloat, startTime: Double, duration: Double)?
private var gradientMovement: CGFloat = 0.0
@ -221,8 +249,19 @@ private class CallStatusBarBackgroundNode: ASDisplayNode {
private var animator: ConstantDisplayLinkAnimator?
override init() {
let smallCurveRange: CurveRange = (0.0, 0.0)
let mediumCurveRange: CurveRange = (0.1, 0.55)
let bigCurveRange: CurveRange = (0.1, 1.0)
let size = CGSize(width: 375.0, height: 44.0)
let smallCurve = Curve(size: size, alpha: 1.0, pointsCount: 10, minRandomness: 1, maxRandomness: 1, minSpeed: 1.5, maxSpeed: 7, minOffset: smallCurveRange.min, maxOffset: smallCurveRange.max)
let mediumCurve = Curve(size: size, alpha: 0.55, pointsCount: 10, minRandomness: 1, maxRandomness: 2, minSpeed: 1.5, maxSpeed: 7, minOffset: mediumCurveRange.min, maxOffset: mediumCurveRange.max)
let largeCurve = Curve(size: size, alpha: 0.35, pointsCount: 10, minRandomness: 1, maxRandomness: 2, minSpeed: 1.5, maxSpeed: 7, minOffset: bigCurveRange.min, maxOffset: bigCurveRange.max)
self.curves = [smallCurve, mediumCurve, largeCurve]
super.init()
self.isOpaque = false
self.updateAnimations()
@ -230,6 +269,9 @@ private class CallStatusBarBackgroundNode: ASDisplayNode {
func updateAnimations() {
self.presentationAudioLevel = self.presentationAudioLevel * 0.9 + max(0.1, CGFloat(self.audioLevel)) * 0.1
for curve in self.curves {
curve.level = self.presentationAudioLevel
}
if self.gradientMovementArguments == nil {
self.gradientMovementArguments = (0.0, 0.7, CACurrentMediaTime(), 1.0)
@ -266,10 +308,21 @@ private class CallStatusBarBackgroundNode: ASDisplayNode {
}
animator.isPaused = false
self.phase -= 0.05
for curve in self.curves {
curve.updateAnimations()
}
self.setNeedsDisplay()
}
override var frame: CGRect {
didSet {
for curve in self.curves {
curve.size = self.frame.size
}
}
}
override public func drawParameters(forAsyncLayer layer: _ASDisplayLayer) -> NSObjectProtocol? {
let timestamp = CACurrentMediaTime()
@ -282,7 +335,14 @@ private class CallStatusBarBackgroundNode: ASDisplayNode {
}
}
return CallStatusBarBackgroundNodeDrawingState(timestamp: timestamp, amplitude: self.presentationAudioLevel, phase: self.phase, speaking: self.speaking, gradientTransition: gradientTransition, gradientMovement: self.gradientMovement)
var curves: [CurveDrawingState] = []
for curve in self.curves {
if let path = curve.currentShape?.copy() as? UIBezierPath {
curves.append(CurveDrawingState(path: path, offset: curve.currentOffset, alpha: curve.alpha))
}
}
return CallStatusBarBackgroundNodeDrawingState(timestamp: timestamp, curves: curves, speaking: self.speaking, gradientTransition: gradientTransition, gradientMovement: self.gradientMovement)
}
@objc override public class func draw(_ bounds: CGRect, withParameters parameters: Any?, isCancelled: () -> Bool, isRasterizing: Bool) {
@ -298,6 +358,8 @@ private class CallStatusBarBackgroundNode: ASDisplayNode {
return
}
context.setBlendMode(.normal)
var locations: [CGFloat] = [0.0, 1.0]
let leftColor = UIColor(rgb: 0x007fff).interpolateTo(UIColor(rgb: 0x2bb76b), fraction: parameters.gradientTransition)!
let rightColor = UIColor(rgb: 0x00afff).interpolateTo(UIColor(rgb: 0x007fff), fraction: parameters.gradientTransition)!
@ -306,54 +368,24 @@ private class CallStatusBarBackgroundNode: ASDisplayNode {
let colorSpace = CGColorSpaceCreateDeviceRGB()
let gradient = CGGradient(colorsSpace: colorSpace, colors: colors as CFArray, locations: &locations)!
let position: CGFloat = bounds.height - 6.0
let maxAmplitude: CGFloat = 12.0
let amplitude = max(0.35, parameters.amplitude)
func drawWave(_ index: Int, maxAmplitude: CGFloat, normalizedAmplitude: CGFloat) {
let path = UIBezierPath()
let mid = bounds.width / 2.0
var i = 0
for curve in parameters.curves.reversed() {
context.saveGState()
var offset: CGFloat = 0.0
if index > 0 {
offset = 3.0 * parameters.amplitude * CGFloat(index)
let path = curve.path
if i < 2 {
let transform = CGAffineTransform(translationX: 0.0, y: min(1.0, curve.offset) * 16.0)
path.apply(transform)
}
let frequency: CGFloat = 3.5
let density: CGFloat = 2.0
for x in stride(from: 0.0, to: bounds.width + density, by: density) {
let scaling = -pow(1 / mid * (x - mid), 2) + 1
let y = scaling * maxAmplitude * normalizedAmplitude * sin(CGFloat(2 * Double.pi) * frequency * (x / bounds.width) + parameters.phase) + position + offset
if x == 0 {
path.move(to: CGPoint())
}
path.addLine(to: CGPoint(x: x, y: y))
}
path.addLine(to: CGPoint(x: bounds.width, y: 0.0))
path.close()
context.addPath(path.cgPath)
context.clip()
}
for i in (0 ..< 3).reversed() {
let progress = 1.0 - CGFloat(i) / 3.0
var normalizedAmplitude = (1.5 * progress - 0.8) * amplitude
if i == 1 {
normalizedAmplitude *= -1.0
}
context.saveGState()
drawWave(i, maxAmplitude: maxAmplitude, normalizedAmplitude: normalizedAmplitude)
if i == 1 {
context.setFillColor(UIColor(rgb: 0x007fff, alpha: 0.3).cgColor)
context.fill(bounds)
} else {
context.drawLinearGradient(gradient, start: CGPoint(x: 0.0, y: 0.0), end: CGPoint(x: bounds.width + parameters.gradientMovement * bounds.width, y: 0.0), options: CGGradientDrawingOptions())
}
context.setAlpha(curve.alpha)
context.drawLinearGradient(gradient, start: CGPoint(x: 0.0, y: 0.0), end: CGPoint(x: bounds.width + parameters.gradientMovement * bounds.width, y: 0.0), options: CGGradientDrawingOptions())
context.restoreGState()
i += 1
}
}
}
@ -457,16 +489,20 @@ public class CallStatusBarNodeImpl: CallStatusBarNode {
strongSelf.update()
}
}))
self.audioLevelDisposable.set((call.myAudioLevel
|> deliverOnMainQueue).start(next: { [weak self] level in
self.audioLevelDisposable.set((combineLatest(call.myAudioLevel, .single([]) |> then(call.audioLevels))
|> deliverOnMainQueue).start(next: { [weak self] myAudioLevel, audioLevels in
guard let strongSelf = self else {
return
}
var effectiveLevel: Float = 0.0
let maxLevel: Float = 3.0
if !strongSelf.currentIsMuted {
effectiveLevel = level
effectiveLevel = min(1.0, max(myAudioLevel / maxLevel, 0))
} else {
let level = audioLevels.map { $0.1 }.max() ?? 0.0
effectiveLevel = min(1.0, max(level / maxLevel, 0))
}
strongSelf.backgroundNode.audioLevel = max(0.0, min(1.0, effectiveLevel / 8.0))
strongSelf.backgroundNode.audioLevel = effectiveLevel
}))
}
self.didSetupData = true
@ -509,6 +545,6 @@ public class CallStatusBarNodeImpl: CallStatusBarNode {
self.subtitleNode.frame = CGRect(origin: CGPoint(x: horizontalOrigin + animationSize + iconSpacing + titleSize.width + spacing, y: verticalOrigin + floor((contentHeight - subtitleSize.height) / 2.0)), size: subtitleSize)
self.backgroundNode.speaking = !self.currentIsMuted
self.backgroundNode.frame = CGRect(origin: CGPoint(), size: CGSize(width: size.width, height: size.height + 7.0))
self.backgroundNode.frame = CGRect(origin: CGPoint(), size: CGSize(width: size.width, height: size.height + 14.0))
}
}

View File

@ -132,7 +132,6 @@ private final class Blob {
var currentScale: CGFloat = 1.0
var minScale: CGFloat
var maxScale: CGFloat
let scaleSpeed: CGFloat
private var speedLevel: CGFloat = 0.0
private var lastSpeedLevel: CGFloat = 0.0
@ -184,8 +183,7 @@ private final class Blob {
minSpeed: CGFloat,
maxSpeed: CGFloat,
minScale: CGFloat,
maxScale: CGFloat,
scaleSpeed: CGFloat
maxScale: CGFloat
) {
self.size = size
self.alpha = alpha
@ -196,7 +194,6 @@ private final class Blob {
self.maxSpeed = maxSpeed
self.minScale = minScale
self.maxScale = maxScale
self.scaleSpeed = scaleSpeed
let angle = (CGFloat.pi * 2) / CGFloat(pointsCount)
self.smoothness = ((4 / 3) * tan(angle / 4)) / sin(angle / 2) / 2
@ -320,8 +317,8 @@ private final class VoiceChatActionButtonBackgroundNodeBlobContext: VoiceChatAct
let mediumBlobRange: BlobRange = (0.69, 0.87)
let bigBlobRange: BlobRange = (0.71, 1.00)
let mediumBlob = Blob(size: size, alpha: 0.55, pointsCount: 8, minRandomness: 1, maxRandomness: 1, minSpeed: 1.5, maxSpeed: 7, minScale: mediumBlobRange.min, maxScale: mediumBlobRange.max, scaleSpeed: 0.2)
let largeBlob = Blob(size: size, alpha: 0.35, pointsCount: 8, minRandomness: 1, maxRandomness: 1, minSpeed: 1.5, maxSpeed: 7, minScale: bigBlobRange.min, maxScale: bigBlobRange.max, scaleSpeed: 0.2)
let mediumBlob = Blob(size: size, alpha: 0.55, pointsCount: 8, minRandomness: 1, maxRandomness: 1, minSpeed: 1.5, maxSpeed: 7, minScale: mediumBlobRange.min, maxScale: mediumBlobRange.max)
let largeBlob = Blob(size: size, alpha: 0.35, pointsCount: 8, minRandomness: 1, maxRandomness: 1, minSpeed: 1.5, maxSpeed: 7, minScale: bigBlobRange.min, maxScale: bigBlobRange.max)
self.blobs = [largeBlob, mediumBlob]
}
@ -502,6 +499,21 @@ private class VoiceChatActionButtonBackgroundNode: ASDisplayNode {
self.updateAnimations()
}
var isCurrentlyInHierarchy = false
override func didEnterHierarchy() {
super.didEnterHierarchy()
self.isCurrentlyInHierarchy = true
self.updateAnimations()
}
override func didExitHierarchy() {
super.didExitHierarchy()
self.isCurrentlyInHierarchy = false
self.updateAnimations()
}
private func updateAnimations() {
var animate = false
let timestamp = CACurrentMediaTime()
@ -549,6 +561,10 @@ private class VoiceChatActionButtonBackgroundNode: ASDisplayNode {
self.state.updateAnimations()
}
if !self.isCurrentlyInHierarchy {
animate = false
}
if animate {
let animator: ConstantDisplayLinkAnimator
if let current = self.animator {
@ -852,7 +868,7 @@ final class VoiceChatActionButton: HighlightTrackingButtonNode {
}
func updateLevel(_ level: CGFloat) {
let maxLevel: CGFloat = 1.0
let maxLevel: CGFloat = 6.0
let normalizedLevel = min(1, max(level / maxLevel, 0))
self.backgroundNode.audioLevel = normalizedLevel
@ -945,7 +961,7 @@ final class VoiceChatActionButton: HighlightTrackingButtonNode {
}
extension UIBezierPath {
static func smoothCurve(through points: [CGPoint], length: CGFloat, smoothness: CGFloat) -> UIBezierPath {
static func smoothCurve(through points: [CGPoint], length: CGFloat, smoothness: CGFloat, curve: Bool = false) -> UIBezierPath {
var smoothPoints = [SmoothPoint]()
for index in (0 ..< points.count) {
let prevIndex = index - 1
@ -976,14 +992,24 @@ extension UIBezierPath {
}
let resultPath = UIBezierPath()
resultPath.move(to: smoothPoints[0].point)
for index in (0 ..< smoothPoints.count) {
if curve {
resultPath.move(to: CGPoint())
resultPath.addLine(to: smoothPoints[0].point)
} else {
resultPath.move(to: smoothPoints[0].point)
}
let smoothCount = curve ? smoothPoints.count - 1 : smoothPoints.count
for index in (0 ..< smoothCount) {
let curr = smoothPoints[index]
let next = smoothPoints[(index + 1) % points.count]
let currSmoothOut = curr.smoothOut()
let nextSmoothIn = next.smoothIn()
resultPath.addCurve(to: next.point, controlPoint1: currSmoothOut, controlPoint2: nextSmoothIn)
}
if curve {
resultPath.addLine(to: CGPoint(x: length, y: 0.0))
}
resultPath.close()
return resultPath
}